After all this years, fixpacks and BG1 Unfinished businesses some things remain the same. Bartender from Red sheaf is still Nashkel spy ( gives rumors from Nashkel instead of Beregost )...
Edited by Greenhorn, 03 April 2016 - 12:23 PM.
Posted 03 April 2016 - 11:43 AM
After all this years, fixpacks and BG1 Unfinished businesses some things remain the same. Bartender from Red sheaf is still Nashkel spy ( gives rumors from Nashkel instead of Beregost )...
Edited by Greenhorn, 03 April 2016 - 12:23 PM.
Posted 04 April 2016 - 04:18 AM
I have beginner ( noob ) question for resident expert players/modders. I stumbled on merry little gathering in one of the rooms of Jovial juggler inn. Some coven of lawful good witches from NTotSC I think. Anyway, after little pestering what was following was true Forgotten realms Monty Python. After spawning of Death knight, lesser Tanar'ri and six death spells my party was dead after three rounds. Now, those witches were tremendously biffed level 4 mages. From what I can see they only have couple of ordinary level 1 and 2 spells memorized, yet they cast fast level 6 death spells. So, how and where can I see their true spells?
EDIT: except in battle immediately before dying?
Edited by Greenhorn, 04 April 2016 - 04:22 AM.
Posted 04 April 2016 - 04:39 AM
I have beginner ( noob ) question for resident expert players/modders. I stumbled on merry little gathering in one of the rooms of Jovial juggler inn. Some coven of lawful good witches from NTotSC I think. Anyway, after little pestering what was following was true Forgotten realms Monty Python. After spawning of Death knight, lesser Tanar'ri and six death spells my party was dead after three rounds. Now, those witches were tremendously biffed level 4 mages. From what I can see they only have couple of ordinary level 1 and 2 spells memorized, yet they cast fast level 6 death spells. So, how and where can I see their true spells?EDIT: except in battle immediately before dying?
A little private joke from the maker of very old NTotSC...you need to take them as they are. NTDXTER
Afterwards you get 250xp if you win. They are up there in a remote room for a good reason...
Posted 04 April 2016 - 05:04 AM
Never mess with lawful good ( what is good and what is evil in this crazy world ) witches, at least not before level 8. Thank you very much Roxanne.
Posted 04 April 2016 - 05:22 AM
I have beginner ( noob ) question for resident expert players/modders. I stumbled on merry little gathering in one of the rooms of Jovial juggler inn. Some coven of lawful good witches from NTotSC I think. Anyway, after little pestering what was following was true Forgotten realms Monty Python. After spawning of Death knight, lesser Tanar'ri and six death spells my party was dead after three rounds. Now, those witches were tremendously biffed level 4 mages. From what I can see they only have couple of ordinary level 1 and 2 spells memorized, yet they cast fast level 6 death spells. So, how and where can I see their true spells?Go to the area, and push the x key. It will give the area name. In BGT-weidu it should be ar6705(.are) .
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
Posted 04 April 2016 - 05:41 AM
I have beginner ( noob ) question for resident expert players/modders. I stumbled on merry little gathering in one of the rooms of Jovial juggler inn. Some coven of lawful good witches from NTotSC I think. Anyway, after little pestering what was following was true Forgotten realms Monty Python. After spawning of Death knight, lesser Tanar'ri and six death spells my party was dead after three rounds. Now, those witches were tremendously biffed level 4 mages. From what I can see they only have couple of ordinary level 1 and 2 spells memorized, yet they cast fast level 6 death spells. So, how and where can I see their true spells?Go to the area, and push the x key. It will give the area name. In BGT-weidu it should be ar6705(.are) .
Then open the .are file with Near Infinity in the View tab, you look at the actors attached to the area by double clicking them and then the .cre file... it's likely that the areas script summons them instead of them being in the .are, so you open the area script with double click, and find the things it summons.
It's very likely that the .cres are either high enough level, or they have a custom script that allows them to cast death spells, or both. And that spell is good enough when your characters are low level, as it can kill all characters that are bellow a set level (~9) or hit point amount(~60). Depending on the exact mods you install.
Yes, tried it (ar6706), as Roxanne pointed those are script spells. Thanks for info Imp. It will be funny to try same thing on them ( girls are level 4, on second thought, one humble cloudkill should do the job, too ).
Posted 04 April 2016 - 07:52 AM
There is interesting bug connected with barbarian class in my BWS. Barbarian has -2 penalty on hit points. At first I thought that some mod changed barbarian hit dice from 1d12 to fighter 1d10 ( as all barbarians I created with 18 CON got only 14 hit points ) but just now I noticed that my Bladesinger elf fighter with kit from TDD only has 11 hit points with CON 17. As I recall from Jarno's Megamod kits Bladesinger is some combination of barbarian - fighter/mage. Until level 8 or 9 he is more or less fighter and then changes to multi fighter/mage. Is there any way to find culprit which messes barbarian hit points and this kit too?
Posted 04 April 2016 - 08:54 AM
Sounds much like it's the BGT-weidu's maxhp script laughing it's ass off ... The Bladesingers variant is a single fighter with a few additional restriction until it leveled up around 250 000xp, so it should be getting 13 hps until then, with CON 17.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
Posted 04 April 2016 - 09:05 AM
Sounds much like it's the BGT-weidu's maxhp script laughing it's ass off ... The Bladesingers variant is a single fighter with a few additional restriction until it leveled up around 250 000xp, so it should be getting 13 hps until then, with CON 17.
Been looking class IDS with NI, found nothing useful I'm afraid. Who knows what messes it up, Uldar half barbarian mod, Refinements, NWN style hit points from tweaks, maybe even barbarian rangers ( no offense meant to any of the authors of said mods ), I'm really not sure. Oh well, until this mystery is solved workaround is to add 2 hit points with SK...
Posted 15 September 2016 - 03:27 PM
Hmm, it seems that at least 10 or so pages are missing since my last post. Well, never mind, here are couple of findings in my old BWS, classic BGT game: it looks that Might and guile mod version 2.0 ( which I have currently installed ) has quite a few bugs which I don't know if they are solved or not in newest version. One is connected with Gallant bard kit which completely mess up bard spell progression for class and all kits. I already wrote about this, and after testing I put bard spell progression file from Might and guile Gallant bard backup in BWS override which solved problem. Another problem with this mod is that some warrior feats are available again when you used them if you return to record screen, like Heroic resistance for example. Third and last, it seems that Marksman kit from this mod makes wizard scrolls usable by thieves. I don't know why is that, judging from kits description it has nothing to do with wizards, thieves or spells, but my change-log marked it as culprit. On second glance I saw bunch of scroll item files in it's backup. Further more, it seems that there is slight compatibility issue between BGfixpack cool but optional component Bard song fixes and IWDification component Bard song, ( latter replace former ) but it really isn't big of a deal. I'm really curious though, which version Blade kit uses, I guess Haer'dalis will answer that ( or I will just test it myself). Other than that there are slight problems with Imoen who is multi thief/mage but has wizard penalties for non proficient weapons and Haiass the wolf who is constantly missing from maps but I think that are old news as I seem to recall that I already posted about that...
Posted 15 September 2016 - 11:54 PM
Thanks for reporting "slight compatibility issue between BGfixpack cool but optional component Bard song fixes and IWDification component Bard song," conflict implemented. For M&G related stuff, please install latest version using clean BG2 and check again. If the bug is persist, please report it to mod author.
No problem, you are welcome. About M&G, I'm afraid it isn't possible for now, I returned to my favorite game after half year pause, it is huge BGT world with almost every mod for it including some which are not available now ( like Sandrah BGT, for example ). I would hate to lose it all and start anew whole thing because of few bugs. But we will see how things will proceed...
Posted 16 September 2016 - 06:15 AM
Greenhorn, you can just extract full backup of you BG2 to BG2-Clean directory (you DO have full backup, right?) and then use IEGL Tool from my signature (use no-reg version)
Thanks for this tip, it can indeed come very handy. Didn't know about this little jewel, if I abandon my ancient BWS ( I'm not yet ready, have loads of fun currently, reason must be such long break from BG series ) it should prove most helpful. Anyway, couple of more things from glamorous world of bards, one of the mods changes Silke ( you know, Garrick 's mistress ) so that she is wearing plain leather armor turning moderately difficult fight for starting parties into absolute cakewalk. Most likely candidate is one of the components of Lolfixer although I haven't discarded Aurora ( shoes and boots ) completely. Also, it seems that Skald kit is not having it's 1/4 pickpocket disadvantage but reason for this can simply be that another mod ( Turambar fixes and tweaks ) changes Will Scarlet from NTotSC from plain bard into skald ( only one in the first part of BGT that I'm aware of )...
Posted 16 September 2016 - 07:07 AM
Posted 16 September 2016 - 09:13 AM
The pages from the forum are missing because the site crashed a few months back and there was n backup copy of several weeks of threads and posts.
I do remember hashing out a bunch of stuff in M&G back then, I guess it got lost, but the short answer is that the Gallant kit does not "completely mess up spell progression," it just replaces the basic spell progression table with one that has one fewer spell per level, and then adds one extra spell per level as a clab effect to all bard kits (except the Gallant). If your tables are "messed up" it means you installed another mod that messes with the spell progression table, or you installed bard kits after installing M&G. Both of which will cause issues, and both of which are mentioned in the readme (I think).
tl;dr: it's a problem of incorrect load order.
I don't fully understand what you mean about the feat being "available again if you return to the Record screen."
The Marksman/scrolls thing is indeed troubling if it is still around. Could be an incorrect bit being flipped in some item usability patch... I'll take a look. On the other hand it may have been fixed already - your version of the mod is hopelessly out of date, there have been at least 15 bug-fix and new-feature updates since then, the current version is v2.8.1.
Regarding the IWDification bard song component: it only affects the Trueclass bard, not the Blade.
Hey SD, good you are still around. About Gallant kit, you are indeed right, there are some bard kits installed after it, Meistersinger and Loresinger from your mod ( almost certain they are compatible ) and Wild Jester: bard kit with Buffoon: bard kit from RPG Dungeon kit pack mod. And that is the answer to mystery I think. This is from your readme:
Load Order:
Might and Guile should be installed after all other mods that add or change items or kits. It should be installed after the "WSPATCK for All" component oftb#Tweaks. It should be installed before Refinements and Sword Coast Stratagems.
Clearly BWS should be taking this into consideration as I let it to automatically install mods in recommended order. With my manual correction I probably have correct vanilla bard spell progression but screwed Gallant, Wild Jester and Buffoon kits. Oh well...
About warrior feats, here is example: I believe that Heroic willpower should be usable one time per day if you chose it one time only. I used this ability in fight against cave bear, icon from special ability was gone, but when I looked in record screen to see if resistances were implemented right I noticed that ability returned when next time I opened special ability button. Then I used ability again, icon was gone, looked to record screen then back under special ability and voila, there it was again, nice ability usable at will, it seems. Wise choice. I don't know is this true for other abilities too, didn't tried yet. With regard to wizard scrolls and Marksman kit, I'm really not sure about this one, but change-log only revealed this, and there are many scroll item files in it's backup. Would be worth of try to check it I think. Thanks for tip about Blade kit by the way, it seems that kit also has unique bard song like all others ( from BGfixpack cool but optional component ).
On the bright side I was wrong about Skald pickpocket bug, at next leveling Will's pickpocket ability dropped significantly. But on the bad side, it seems that Revised battles component: Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.: v6.3 BWP Fix install bunch of undocumented changes to the game ( spiders spitting webs at -2 save, even ones from Landrin's quest, brrr... ) . Steep price to pay for installing just one component from this mod ( Knights of Dark Renown: v6.3 BWP Fix) together with some of the kits from that mod...
Edited by Greenhorn, 16 September 2016 - 09:13 AM.
Posted 16 September 2016 - 11:15 AM
Posted 16 September 2016 - 01:10 PM
If you restore the original mxsplbrd.2da it's not so bad, only thing that will happen is most bard kits will get a few extra spells. But they don't get that many to begin with so it's certainly not game-breaking.
That is good to know, and yes, I think you are right about that.
Warrior Feats are usable once per turn, not once per day. The idea is, it's a technique or skill, not a special ability. You can't outright spam them, but you can use each of them once per encounter.
My goodness, what a noob I am. In my defense I can only say that is not mentioned in the readme. But yes, now that I think of this, it is such novelty and cool idea. Makes sense too. Sometimes it is good to think outside of the box. Thanks for clarifications.
Posted 16 September 2016 - 01:16 PM
Posted 17 September 2016 - 05:03 AM
Well, I'm very disappointed with the end of the quest " Of wolves and man " from Ascalons questpack mod. I brought Thalantyr Belladonna flowers like he requested ( thanks Sandrah ), I got the potion but the journal entry for finished quest was this:
Von Wölfen und MännernThalantyr hat den Leichnam von Thonder mit einem Flammenschwert erkauft. Auch nicht schlecht.
Don't know exactly what it means as I'm not german speaker but I assume it wasn't good as my only replay to werewolf's wife is " I wasn't able to help him " although I have Anti Lycanthropy potion in my inventory. Is anyone able to help me with this?
P.S. Subtle doctor, I have one question ( probably unnecessary ) for warrior feats, I see their icons in my unusable spellbook of my Retaliator fighter kit, I hope this will not be an issue when I dual him to mage at level 13?
Posted 17 September 2016 - 05:55 AM
Well, I'm very disappointed with the end of the quest " Of wolves and man " from Ascalons questpack mod. I brought Thalantyr Belladonna flowers like he requested ( thanks Sandrah ), I got the potion but the journal entry for finished quest was this:
Von Wölfen und MännernThalantyr hat den Leichnam von Thonder mit einem Flammenschwert erkauft. Auch nicht schlecht.
Don't know exactly what it means as I'm not german speaker but I assume it wasn't good as my only replay to werewolf's wife is " I wasn't able to help him " although I have Anti Lycanthropy potion in my inventory. Is anyone able to help me with this?
P.S. Subtle doctor, I have one question ( probably unnecessary ) for warrior feats, I see their icons in my unusable spellbook of my Retaliator fighter kit, I hope this will not be an issue when I dual him to mage at level 13?
The german text says that Thalantyr gave you a flame sword (did he?) in return for Thonder's corpse which he uses for his research on Lycanthropy. Seems this counts as half successful solution ("Auch nicht schlecht")..
This is no bug - the werewolf quest gives you several options to test a cure. Some incrediences have a higher chance to cure the werewolf than others (cannot remember which is best, sorry). Some end with the werewolf dead and the cure not working. When you throw the bottle to the wolf for drinking these chances are evaluated and you either cure him or he attacks.
Posted 17 September 2016 - 06:17 AM
Well, I'm very disappointed with the end of the quest " Of wolves and man " from Ascalons questpack mod. I brought Thalantyr Belladonna flowers like he requested ( thanks Sandrah ), I got the potion but the journal entry for finished quest was this:
Von Wölfen und MännernThalantyr hat den Leichnam von Thonder mit einem Flammenschwert erkauft. Auch nicht schlecht.
Don't know exactly what it means as I'm not german speaker but I assume it wasn't good as my only replay to werewolf's wife is " I wasn't able to help him " although I have Anti Lycanthropy potion in my inventory. Is anyone able to help me with this?
P.S. Subtle doctor, I have one question ( probably unnecessary ) for warrior feats, I see their icons in my unusable spellbook of my Retaliator fighter kit, I hope this will not be an issue when I dual him to mage at level 13?
The german text says that Thalantyr gave you a flame sword (did he?) in return for Thonder's corpse which he uses for his research on Lycanthropy. Seems this counts as half successful solution ("Auch nicht schlecht")..
This is no bug - the werewolf quest gives you several options to test a cure. Some incrediences have a higher chance to cure the werewolf than others (cannot remember which is best, sorry). Some end with the werewolf dead and the cure not working. When you throw the bottle to the wolf for drinking these chances are evaluated and you either cure him or he attacks.
Thanks for quick reply Roxanne, glad to see you still around and helping. About this quest, yes, I admit that I'm much confused by it, in the meantime I saw online translation of this journal entry, if I understood it correctly Thalantyr thinks that I killed the werewolf. Mixed up variables perhaps? I indeed stumbled on the werewolf before even meeting his wife or that grumpy old wizard but I chose option to quickly run out rather than fight. In any case it is poorly implemented ( german entry in english game), it would make sense to me that either Thalantyr or wife give some instructions what to do with this potion. In any case I will try your hint and throw that bad doggie his medicine. Thanks for help.